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DarthMuffin's Achievements


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  1. I didn't expect my topic to still be on the front page after 4.5 years. I guess nostalgia does run pretty deep with this game. Anyway, I just played through the JO single player again. I could quote myself from the first post and it would sum up my thoughts perfectly. I was still amazed by the game. Only downside is that it was shorter than I recalled. I played it through Steam and it recorded a playtime of 6.5 hours. Of course after beating the game countless times I know my way around the levels by heart, but still. JO is a true gem, it's a shame we don't get games like this anymore.
  2. Personnally, the big issue I see with that book is that it's unnecessary. A fan backlash is pretty much inevitable when dealing with characters that were originally conceived as being customised and role-played by those same fans (even more so considering the games' focus on choices and consequences). In the same line of thought, I think that dragging along characters just for the sake of it makes some poor lore overall. In my mind, Revan's (and to a lesser extent the Exile's) stories were told in KotOR 1 and 2, and I don't think they needed (or deserved?) to have another round of their lives exposed in a book (or in SWTOR for that matter). So as far as I'm concerned, I think they should have just left Revan and the Exile to their respective games and in whatever shape players liked to imagine them in their fantasies. Setting TOR hundreds of years in the future is the perfect excuse to have a clean start and avoid sensitive issues of canonicity. Focus on creating new, original characters as interesting as those of KotOR instead of relying on labyrinthine deus ex machina to deliver some fan service.
  3. It has been a while since I played it, but as I recall there is no way to tell how many secrets there are in a given level, and I don't think finding them has an impact on the game in any way (beyond the goodies you find in the secret itself). You could look up a walkthrough online to see how many you have found.
  4. I'm going with a tentative "yea". I should point out that I would have preferred a proper KotOR III, but I think an MMO does have its advantages and if anything I'm curious to see how it turns out. What I'm mostly looking forward to is the scope. I really like how you can visit different planets in KotOR, but sometimes it feels too restrictive. Or rather, it made me wish I could explore more of the Galaxy. I haven't read that much about SWTOR, but I think it's safe to assume that the world should be pretty large and I'm looking forward to hitting all those planets. I'm a long-time fan of the Warcraft universe and what I liked the most in WoW was being able to explore the whole of Azeroth. I'm hoping to get a similar feeling in SWTOR. It should also allow us to see the Galaxy from the eyes of a grunt. Most Star Wars games put us in the shoes of a larger-than-life hero - which is in accordance with the source material and is fine with me. But SWTOR should allow us to see things with a different perspective and I'm looking forward to it. I'm a bit disappointed that they're basically sticking to the holy trinity approach (there are variations, but it remains a trinity), but to be honest I've yet to see a different system that truly works. It might not be glamorous to wish for no innovation in the core gameplay, but I forgive them for playing it safe in that area. Their focus on story and dialogues naturally appeals to me, though I often wonder how the average MMO player will react. From my experience in other MMOs, I don't think the bulk of the player base is really interested in interacting with dialogues and such. Sometimes I get the feeling that they're aiming the game at a very niche market, which might not work in their favour. The biggest downside for me is that my free time is extremely limited (and nearly non-existent for some extended periods of time), and that obviously doesn't go well with MMOs. It's still possible to enjoy one, but you don't really get the feeling that you get your money's worth. Also, it's rather hard to get involved in the end-game and with guilds when you lapse every 2 months. When I was actively playing WoW, it was common for me to play a month or 2, then go on a break for 3 months; that doesn't do wonders to the community aspect. So overall, I'm looking forward to it. I know I won't be able to experience it fully because of my time constraints, but I think it should provide me with a decent amount of fun. I have to say that I'm really starving for some Star Wars entertainment right now, and at this point in time the game would have to be really bad for me not to enjoy it.
  5. Off the top of my head, it seems like every good or decent SW title that was released post 2000 have one thing in common: they weren't developed by LucasArts. Jedi Knight 2 was made by Raven, KotOR by BioWare, the Battlefront series by Pandemic, Rogue Squadron by Factor 5, Empire at War by Petroglyph and the LEGO games by Traveller's Tales. As far as I'm concerned, I think a game's quality is inversely proportional to LA's involvement. They should just stop trying and focus on licensing SW to companies who can actually develop games.
  6. I wouldn't buy a new JK just because it has the JK name or Katarn on the box. They would have to convince me to buy it first. I used to buy every Star Wars game that came out, but since Force Unleashed I decided to break this trend. If the game stays true to the spirit of JK and builds upon what made these games great, then yes I would probably buy it. If it's Force Unleashed with Katarn, I wouldn't touch it.
  7. Before the game was released, I expected the controls to make or break the Wii version. When I played it, I was surprised to see that the controls really weren't bad, it's the dumb gameplay and atrocious level design that rubbed me the wrong way (graphics were also an eyesore, but I consider myself a pragmatic player who can ignore graphics and focus on gameplay when needed). That's pretty much why I question my standards since I would believe that the X360/PS3 version is roughly the same thing, only prettier. But then again, perhaps that's the point of the game: to look pretty while you repetitively cleave down enemies. Though if that's the case, I hope this won't become the norm in gaming.
  8. I guess I'm mildly interested by this. A year ago I would have been excited to the point of numbness, but after playing the Wii version... well let's just say that it was the worst slap in the face I've ever had from something with the Star Wars brand. Heck, I thought Force Commander looked like a gem next to it. Problem is, I don't know if it's just the Wii version that was absolute trash, or if my standards are simply too high. Truth be told, I have yet to see a game from the current generation that blows me away.
  9. I also want to say a big thank you to everyone who's making this possible. The news of filefront's closure, while sad, didn't mean much to me at first, but for some reason I remembered today that it had a lot of "satellite sites", including JKfiles and Kotorfiles. It's nice to see that we've got some dedicated people to "save the furniture". If I knew anything at all about servers and web science or whatever (which is sadly all gibberish to me), I'd help out. The best I can do now though is say thanks and keep up the good work!
  10. I think the controls will make or break the Wii version, just like most 3rd party games for it. Many developpers don't understand that the Wii is about innovation before pretty graphics, and the console has had too many cheap games done for it. If the developpers don't work with the Wii's controls, I think they might as well drop the ball and refrain from releasing a half-baked port with bad graphics. I was pleasantly surprised to see that they had Wii-exclusive goodies (extra levels and duel mode), not because it's something else from the other versions, but because it makes it look like the developpers actually *care* about the Wii version and are not just throwing a port because of the Wii's popularity.
  11. DarthMuffin


    I hate to say it, but I have to admit that the guy does have a lot of guts to carry about such a scam over such a long period of time. It's a shame real modders are often not that motivated
  12. I never played MP that much - only with friends as far as I recall. But I've always thought that JA dumbed down that side too because of dual sabres and staves. Some veterans might say otherwise, but as far as I'm concerned I think that staves and duals turned the sabre gameplay in a button mashing contest. So all in all, I can't say that MP in JA really felt like a leap from JO. Siege was neat though, too bad they didn't develop it more.
  13. My idea of JA would be a shooter using exactly the same engine, but with more customisation and a story mode that would actually make you feel like you really are an apprentice. The premise of being able to customise your own character and choose the missions you wanted to undertake was rather misleading considering that the game is basically a totally linear and simplistic succession of levels. No d20 rules that dictate how combat should go, no extensive dialogues, no companions to travel with you. Just *something* to make the whole experience more believable. Heck, a simple "home base" map (temple) instead of the menu-like mission selection would have been neat.
  14. Actually, I reckon JA would have been more interesting if it had been more different. Chasing Tavion would be like chasing Desann in JO. It would have been fine, but it could have been better too. The "normal life" part is boring because it wasn't developped enough in my opinion. If we could wander around the Temple between missions, find goodies/whatevers, actually train like Jedi are supposed to do, pass various tests, etc., and if your mission choice actually meant something, I think it would have been more interesting. In its current state, what they did was to cut out what could have been interesting and unique, and slap random levels of sabre slaughter with a plot hook at the end. Basically, I think JA should have had a persistant-type of campaign with more RPG elements thrown in. Instead of just playing a random guy through the levels, you would play the character you created - a jedi apprentice. For example, after character creation and the prologue you end up in the Temple and when you load the character (instead of just a random save) you pop back there. Your character could develop various stats/abilities in addition to foce powers, etc. Just my thoughts =p
  15. Over the past few days I've been playing the Jedi Outcast single player again. Hadn't done it for a good 3-4 years. In truth, I was rather amazed by the game. I had forgotten how nice it was. I really like how detailed each level is, and how the story is impressively engaging for what is ultimately a FPS game. I don't think I had played JO since the release of Jedi Academy. And from a single player perspective, it really struck me how the JA levels feel dumbed down compared to the JO ones. Sure there are more missions in JA; but each level feels so... simple and unoriginal. Perhaps it's because you get your sabre right away. Or because you can get Heal 3 so soon. Or it could be totally unrelated with the gameplay, and could be because the story is simply not engaging. So yeah, this is pretty much a pointless topic. Or rather, some random thoughts from someone who remembers the release of Dark Forces 1 and just had a nostalgia surge from playing a 2002 game =p
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